• 제목/요약/키워드: Mobile elements

검색결과 543건 처리시간 0.024초

노인층을 고려한 범용디자인 휴대폰 설계를 위한 사용성 분석 (Usability Analysis for Designing Mobile Phones Based on Universal Design for the Elderly)

  • 임장빈;박민용
    • 대한인간공학회지
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    • 제24권1호
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    • pp.47-53
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    • 2005
  • The purpose of this study was to evaluate performance and subjective satisfaction of mobile phone's interface elements considering the elderly users. First, mobile phone's interface elements were outlined recent foreign and domestic studies. Then, final three mobile phone's interface elements were determined by expert rating, AHP analysis, and questionnaire analysis. Objective and subjective measures were then used to determine the effects of several specific design parameters and aging differences on performance of mobile phones. In this experiment, 38 subjects and 4 independent variables were used to measure task completion time and user's subjective satisfaction. The statistical analyses indicated significant aging differences between older people and younger people in terms of keypad type and bell sound level in performance. Significant aging differences were also found for user subjective satisfaction. It is suggested that some major results from this study be used to develop mobile phone design guidelines that are more usable and accessible for most users, particularly for older users.

모바일과 온라인 게임의 즐거움 요소들에 대한 연구:한국과 중국 간 비교 연구 (User Enjoyment Elements on Mobile and Online Games: Comparative Study between China and Korea)

  • 진위;김종우;이홍주
    • 한국IT서비스학회지
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    • 제12권4호
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    • pp.381-397
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    • 2013
  • User enjoyment is a key factor to understand online and mobile game users' behaviors. This study aims to understand the differences between mobile and online games, and the differences between Korean and Chinese game users in terms of the perceived importance of user enjoyment elements. To use AHP (Analytic Hierarchical Process), we decompose user enjoyment into sub-elements; sensory enjoyment, content enjoyment, enjoyment of the achievement, and enjoyment of interaction. Though the empirical study and independent t-test, we can find that there are the differences in the perceived importance of user enjoyment elements between Korean and Chinese game players, and between mobile and online games. Chinese users more stress on enjoyment of interaction and Korean users more emphasize on enjoyment of the achievement.

모바일뱅킹에서의 사용자 수용요인: 확장된 TAM과 Trust를 이용한 실증연구 (Factors Affecting User Acceptance in Mobile Banking: An Empirical Study Using Extended TAM and Trust)

  • 구자철;이상철;김남희;서영호
    • Asia pacific journal of information systems
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    • 제16권2호
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    • pp.159-181
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    • 2006
  • The purpose of this research is to identify the factors affecting user acceptance of mobile banking. To test the hypotheses, this research incorporates trust to extend the model. This study investigates the causal relationship among four factors; perceived ease of use, perceived usefulness, trust, and intention to use in mobile banking. This study also identifies the elements by which these factors are influenced. The result finds that facilitation condition and self-efficacy are significant elements affecting perceived ease of use. System quality, perceived ease of use and trust are significant elements affecting perceived usefulness, However, social influence is found to be not significant. System quality and perceived ease of use are significant elements affecting trust. Conclusively, perceived ease of use, perceived usefulness and trust are significant factors affecting the user acceptance in Mobile banking.

소형 모바일 웹을 위한 사용자 인터페이스 기본 요소 (The User Interface Basic Elements for Small Mobile Web)

  • 문병구;이원호;최성철
    • 한국산학기술학회논문지
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    • 제11권9호
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    • pp.3532-3537
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    • 2010
  • 이동통신서비스인 풀 브라우징을 이용하여 휴대폰에서 자유롭게 유선 웹사이트를 볼 수 있다. 그러나 국내 인터넷 도메인 규모에 비하여, 모바일 웹사이트 수는 매우 적고, 일부 대형 산업체 위주로 편중되어 있다. 소기업 및 개인의 경우, 모바일 웹 인터페이스 개발에 접근하기에는 모바일 사용자편의성 및 상호호환 기술이 부족하다는 문제점이 있다. 그래서 본 논문에서는 사용자편의성을 고려하고, 관련 표준을 바탕으로 간편하게 산업현장에서 적용할 수 있는, 소형 모바일 웹 사용자인터페이스 기본 요소들을 제안한다. 이 기본 요소들은 총괄사항, 내비게이션, 콘텐츠, 페이지 정의, 사용자 입력 분야의 33개 요소이다.

중국 전통 문양 요소의 모바일 게임 UI에서의 응용 (Application of Traditional Chinese Pattern Elements in Mobile Game UI)

  • 왕준;유석호
    • 디지털융복합연구
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    • 제19권4호
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    • pp.285-289
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    • 2021
  • 중국 전통 문양은 독특한 예술적 특성과 실용적 가치를 지닌 특이하고 매력적인 시각적 기호로 활용될 수 있다. 모바일 게임 UI 디자인에서 중국 전통 문양은 인터페이스 디자인에 중요한 의미와 가치를 지닌다. 본 연구는 중국 전통 문양의 기본요소를 추출해 모바일 게임 UI의 디자인에 적용하고, 휴대전화 UI의 디자인에 전통 문양의 보다 편리한 활용 등을 목적으로 하고 있다.중국 전통문양에 대한 문헌 분석과 휴대전화 UI 사례를 분석해 모바일 게임 UI에서 중국 전통문양 원소의 디자인 원칙과 디자인 방법을 정리했다.모바일 게임 UI의 전통적인 문양요소를 디자인하기 위한 디자인 참고와 방향성을 제공한다.

모바일 폰의 GUI 디자인의 구성요소가 브랜드 선호도에 미치는 영향 실버세대를 중심으로 (Study on Impact of GUI Design Elements of Mobile Phone on Brand Preference With focus on senior citizens)

  • 김영석
    • 감성과학
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    • 제16권4호
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    • pp.545-556
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    • 2013
  • 본 연구는 모바일 폰의 GUI 디자인의 구성요소를 색상, 텍스트, 레이아웃, 그래픽아이콘, 동영상으로 정하고, 이들 요소와 브랜드 선호도와의 관련성을 실버세대를 대상으로 고찰하는 데 목적이 있었다. 이러한 목적을 달성하기 위해 모형을 구축하고 가설을 설정한 후 다중회귀분석으로 검증하였다. 그 결과는 다음과 같다. 첫째, 모바일 폰의 GUI 디자인 구성요소별로 통계적 유의성을 고찰한 결과 색상, 텍스트, 레이아웃, 그래픽 아이콘, 동영상 요소는 제시된 유의수준에서 통계적으로 유의하게 나타남에 따라 이들 요소는 모두 브랜드선호도에 영향을 미치고 있다고 판단된다. 둘째, 모바일 폰의 GUI 디자인 구성요소들이 브랜드 선호도에 미치는 상대적 영향력의 크기는 텍스트, 색상, 동영상, 그래픽아이콘, 레이아웃 순서로 나타났다. 따라서 실버세대의 경우 모바일 폰의 브랜드 선호도를 높이기 위해서는 '텍스트' 요소와 '색상' 요소를 다른 요소보다 우선적으로 고려해야 함을 알 수 있다. 아울러 '텍스트' 요소와 '색상' 요소의 영향력이 높을수록 브랜드의 선호도는 높아질 것으로 판단된다.

모바일 게임 광고에 있어서 효과적인 마케팅 활용 방향성 제안 (Propose Directions for Effective Marketing in Mobile Game Advertising)

  • 박선하
    • 한국멀티미디어학회논문지
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    • 제21권2호
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    • pp.323-332
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    • 2018
  • Today, the life cycle of mobile games is getting shorter. In order to overcome this problem, we tried to summarize the strategies and marketing types of game marketing. Recently, I considered the TV advertisement that used the star of the marketing form of mobile game. In this research, user survey was analyzed based on correlation between star marketing and mobile game TV advertisement. And, through an interview with Delphi experts, I summarized the important elements of TV advertisement for mobile games. In conclusion, this research presented a total of five elements on a successful mobile game marketing strategy.The direction of mobile game advertising can promote a successful game that needs to set effective advertising marketing strategy, based on the basic nature of the game and main target.

IT제품의 유니버설 디자인을 위한 사용실태조사 (An Investigation of Using Practices for Universal Design of Information Technology Products)

  • 이동훈;정민근;김정룡
    • 대한인간공학회지
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    • 제28권3호
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    • pp.103-114
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    • 2009
  • This study investigated perceived discomfort and reasons related to use three information technology products (personal computer, mobile phone and digital television remote controller), and extracted the universal design factors. 240 people (30 females and 30 males for four age groups) participated in the one-to-one interview type of questionnaire, and replied to degree of discomfort at level of items and the reasons of discomfort at level of detailed elements for each product. As a result, almost all age groups answered that using input buttons of mobile phone and remote controller and watching display of mobile phone caused discomfort. Binary logistic regression of the detailed elements showed that response rate of discomfort mostly increased with age, except for specific elements such as shape of mouse and remote controller, and location of function button of mobile phone. Some of the detailed elements had high response rate of discomfort from all age groups. The age groups also showed similar tendency for the elements to select one alternative for the reason of discomfort, but not for sound volume and size of mobile phone and button sensitivity of remote controller. Finally, the universal design factors were extracted for each product based on the results, and divided into common factors and factors classified by the age group. Through this study, we identified using practices of various age groups and their demands for the products. It is expected that extracted detailed elements can be considered as important design factors to design the products universally.

소비자의 모바일 커머스 관련 소비성향과 특성 인식에 따른 이용만족도 및 재이용의도 (The Study of Consumers' Propensity and Characteristic Perceptions Related to Mobile Commerce Influencing on Satisfaction of Use and Intention of Reuse)

  • 노팅;이승신
    • Human Ecology Research
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    • 제56권4호
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    • pp.391-405
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    • 2018
  • There has been an increasing and widespread use of smartphones to make consumer purchases. Given the stark increases in the sales of business transactions using mobile phones, it is obvious that mobile phones have become major mediums for consumer purchases. Through mobile phones, people can make their purchases anytime, anywhere, which leads their impulse of consumption directly to actual actions of consumption. Consequently, mobile commerce has become widely spread and the competition of the market has intensified. The main findings and implications of this study are as follows. First, it is shown that, among the features of mobile commerce, elements of fun, usefulness, convenience, immediateness, and security affect mobile commerce user satisfaction. Second, among mobile commerce-related consumers' propensity, innovative consumption tendency appears to impact mobile commerce user satisfaction and repurchase intention. Third, recognition of elements in regards to fun, usefulness, convenience, immediateness, and security among features of mobile commerce affect consumers' intention to repurchase mobile commerce. Future recognition for mobile commerce has a direct impact on increasing consumers' repurchase intentions. Last, a higher mobile commerce user satisfaction leads to the higher repurchase intentions.

Scalability of a Mobile Agents based Network Management Application

  • Rubinstein, M.G.;Duarte, O.C.M.B.;Pujolle, Guy
    • Journal of Communications and Networks
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    • 제5권3호
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    • pp.240-248
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    • 2003
  • This paper analyzes mobile agent performance in network management compared to the client-server model used in the Simple Network Management Protocol (SNMP). Prototypes of an application that gathers MIB-II (Management Information Base-II) variables have been created and tested on a LAN. After acquiring implementation parameters related to network management and to the mobile agent infrastructure, simulation results have been obtained on large topologies similar in shape to the Internet. Response time results show that mobile agents perform better than SNMP when the number of managed elements ranges between two specific limits, an inferior bound and a superior one, determined by the number of messages that pass through a backbone and by the mobile agent size which grows along with MIB-II variables collected on network elements. The results also show that a significant improvement is achieved when the mobile agent returns or sends data to the management station after visiting a fixed number of nodes.